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879886 Posts in 33010 Topics- by 24383 Members - Latest Member: celloe

May 25, 2013, 07:27:26 AM
TIGSource ForumsDeveloperFeedbackDevLogsAnother Day, Another Game devlog (now Mac friendly!)
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Author Topic: Another Day, Another Game devlog (now Mac friendly!)  (Read 2170 times)
johnki
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« Reply #15 on: April 25, 2012, 07:00:46 PM »

Tentative checklist for IPSA improvements:

- Redo the way selection is handled.

- Redo the build system to be more intuitive.

- Add pathfinding.

- More enemies/obstacles.

- Fix the way food works.

EDIT: If anyone plays it and notices anything else that should be changed, let me know and I'll add it to the list of improvements to make.
« Last Edit: April 25, 2012, 10:05:32 PM by johnki » Logged

johnki
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« Reply #16 on: April 30, 2012, 01:29:40 PM »

These Tranquil Waters Shall Not Hold



It's a game about exploring the depths of the ocean in a submarine, looking for treasures, or anything else that may be hidden down there.

Five items to find. Three achievements.

Download

Controls are arrow keys to move, left click to shoot, right click to use sonar, and R to change render distance between 500 and 1000 pixels.

Made for GMC Jam #6.
« Last Edit: April 30, 2012, 01:35:48 PM by johnki » Logged

Alec S.
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« Reply #17 on: April 30, 2012, 01:34:32 PM »

Your link is broken.
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johnki
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« Reply #18 on: April 30, 2012, 01:36:11 PM »

Your link is broken.
Bleh. That's what I get for copy-pasting, then modifying from the GMC, heh.

Fixed it.
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johnki
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« Reply #19 on: September 25, 2012, 04:50:23 PM »

I made a not-game for MiniLD #37. It's a about a caveman. Pretty much nothing to it, other than the day/night and seasonal systems. Tongue



http://www.ludumdare.com/compo/minild-37/?action=preview&uid=8693
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johnki
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« Reply #20 on: October 03, 2012, 10:08:05 PM »

Finally added pathfinding to IPSA. Maybe it'll be more playable now.

As always, it comes with a how-to guide and the source code.

Get it here, here, or...



...there.
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johnki
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« Reply #21 on: October 08, 2012, 01:29:38 AM »

Got bored and invented Lemmpong, haha. Only took like 45 minutes, so the quality is probably pretty low, but it works, and it's an interesting experiment, at the very least.





Standalone download.

EDIT: Finally updated the OP.
« Last Edit: October 08, 2012, 03:42:44 AM by johnki » Logged

johnki
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« Reply #22 on: October 08, 2012, 02:53:27 PM »

Updated Lemmpong.

- Added a simple AI for single-player.
- Added sounds.
- Redesigned the level.
- Implemented a counter-measure for the "lemmings" getting stuck in blocks when they reappear.

Same links:



Standalone download.
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johnki
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« Reply #23 on: October 08, 2012, 08:22:22 PM »

Started on a new project today. After making Lemmpong, and being reminded of the Neverending Hybrid Game Design Game thread, this was just too tempting.

And so I present to you...Tetragotchi.


I just can't shake the feeling that there's too much empty space...

So far, it's just a mockup with a few sprites thrown into place in Game Maker. I've got pretty much all the sprites I'd need for the basic interface if I'm staying with this design. Still trying to decide how to distill Tamagotchi down to the functions that would be logical of a tetromino. Right now, I plan for it to track hunger and happiness at the top, and at the bottom, from left to right, feed, clean up after, play, scold.

I think I've got the overall visual style down, but I need to work on the sprites themselves. I just threw a lot of them together to test it out.

Which reminds me, what's traditionally used as a "hunger bar" symbol? Right now, it's that exclamation mark because I couldn't think of anything else.

But then if I'm going to go for hunger and feeding, should I just go for the "full Tamagotchi" experience...only with a tetromino?

Anyways, the goal isn't just to clone Tamagotchi with a tetromino. It's to take Tetris and add the annoyance that is Tamagotchi.

You will get a random tetromino, you will teach it, it will grow, and eventually, it will take its place on the Tetris board, at which point you will get another tetromino.

EDIT: It might almost sound poetic if not for the fact that a single game of Tetris will likely take weeks, assuming the player ever finishes raising all those pieces.

This all sounds ridiculous, I know, but that's what makes designing it so much fun. Smiley
« Last Edit: October 08, 2012, 08:37:06 PM by johnki » Logged

johnki
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« Reply #24 on: October 11, 2012, 09:48:58 PM »

Since I bought GMS, I moved two of my games over to it. They're both on the Workshop.



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johnki
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« Reply #25 on: October 13, 2012, 08:00:27 AM »

With the advent of Game Maker: Studio, I am now easily able to build my games for Mac with a small amount of changes!

So I present to you my first Mac-friendly Game Maker games:

These Tranquil Waters Shall Not Hold

Lemmpong

I've been having issues porting the other games. Some of the issues seem to be universal GMS issues, while others seem to be unique to the Mac builds. If you encounter any problems at all with these games (Lemmpong, in specific, was built entirely in GMS, so you shouldn't have issues with it), let me know and I'll get working on a fix.
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johnki
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« Reply #26 on: October 13, 2012, 09:19:54 PM »

Experimentally moved Mystical Rug to Game Maker Studio. I've had a few issues with it, though, so be forewarned. I really would appreciate knowing of any issues so I can fix them, though.

Mystical Rug GMS build (Windows)

Mystical Rug GMS build (Mac)

With the Mac version, I had to start it in the small screen. Starting it fullscreen was causing it to load incorrectly. You can easily change it to fullscreen though, either with Ctrl-Command-F or by using the menu at the top of the screen.

EDIT: Oh, with this build, I had to change the "Change Selection" button to A. Shift events weren't working. So the controls are Z, X, A, and the arrow keys.
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johnki
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« Reply #27 on: October 14, 2012, 08:50:29 PM »

Moved IPSA to GMS. I had to change the way I handled the mouse because for some reason, the real mouse position, and the position that objects that are supposed to follow the mouse believe the mouse is in when the window size is scaled up are in completely different places by factor of scaling.

Oh, and there's also some issue with music now, for some reason. No idea why it won't play, but it won't. It's even odder because it'll play in the IDE. Still working on that. At least the conversion to OGG means it no longer crashes the compiler. Tongue

IPSA GMS (Windows)

IPSA GMS (Mac)

How-To Guide

I would have the Mac version up, but I got it built, uploaded it, and switched the Mac back to the Windows 8 partition, all before I realized that I accidentally left interpolation between pixels on, so that version probably looks pretty horrid since it's all chunky pixel art. I'll have it up soon.
« Last Edit: October 14, 2012, 09:42:05 PM by johnki » Logged

DustyDrake
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« Reply #28 on: October 15, 2012, 01:19:55 AM »

Ah, GMS how I crave for you so.
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johnki
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« Reply #29 on: October 17, 2012, 03:47:55 AM »

So I took a few hours (4 and a half to be exact Tongue) and prototyped this.


Yes, those sprites are smaller than 8x8.

It's what I'm calling an "arcade 4X" even though that's not quite accurate yet, since I'm still trying to nail down the specifics of the engine.

Right now, it's forced hotseat multiplayer, Worms-style, where it's turn-based, but the turns are real-time, each specific unit (and building!) gets a turn, and you get a specific amount of seconds to do what you want. Right now, that number is set to 10 seconds, since 30 seconds made turns feel like they took forever.

I don't have resources in yet. In fact, I've only got two units in - engineers (the builders) and soldiers (one of what will hopefully be many combat units).

There are 3 buildings in - the base, which can't be destroyed or you lose. Outposts, which only serve to extend your circle of influence, and barracks, which currently only create soldiers.

Oh, speaking of circles of influence, yeah. You can't move further than 100 pixels from your nearest completed building.

Oh, and balance is all over the place. Pretty much everything is probably either way too beefy or not even close to being beefy enough.

And pretty much all of the graphics are placeholders I threw together for the prototype. Likewise, the screen size is also probably temporary.

And there WAS a build menu for the engineer, but for some reason that I could not track down at all, its creation caused the destruction of the timekeeper, so it's temporarily been removed...

And due to the way messages are set up, the "X turns left" and "Train new Y?" messages show up before the unit whose turn it is shows up. I will definitely change that, it's just that that was easier for rapid prototyping.

And before I forget, here are the controls:

Arrow keys - movement/aiming (soldier)/building selection (engineer).
Z - Stand still for aiming (soldier).
X - Shoot (soldier)/build (engineer).
Enter - Skip rest of current turn (great for early build phases).

You HAVE to be moving or holding Z to shoot as the soldier.

For the engineer - hold X and press the left arrow key for an outpost, or hold X and press the right arrow key for a barracks.

I am eventually going to restrict the engineer so that he can only build once and then his turn is over, but I figure that it isn't horrible for testing out a new idea the way it is now.

As the soldier, you can shoot as much as you can get into the 10 seconds. I am only planning to restrict that if I get feedback asking me to.

Anyways, I really would love feedback on the overall idea. This is a new thing, from what I can tell, and this only represents a small portion of what I have planned for it. Smiley

Download the extremely rough alpha!

Windows only because people were sleeping and I didn't want to disturb them by accessing the Mac.
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